skia2/include/gpu/GrContextFactory.h

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/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrContextFactory_DEFINED
#define GrContextFactory_DEFINED
#if SK_ANGLE
#include "gl/SkANGLEGLContext.h"
#endif
#include "gl/SkDebugGLContext.h"
#if SK_MESA
#include "gl/SkMesaGLContext.h"
#endif
#include "gl/SkNativeGLContext.h"
#include "gl/SkNullGLContext.h"
#include "GrContext.h"
#include "SkTArray.h"
/**
* This is a simple class that is useful in test apps that use different
* GrContexts backed by different types of GL contexts. It manages creating the
* GL context and a GrContext that uses it. The GL/Gr contexts persist until the
* factory is destroyed (though the caller can always grab a ref on the returned
* GrContext to make it outlive the factory).
*/
class GrContextFactory : GrNoncopyable {
public:
/**
* Types of GL contexts supported.
*/
enum GLContextType {
kNative_GLContextType,
#if SK_ANGLE
kANGLE_GLContextType,
#endif
#if SK_MESA
kMESA_GLContextType,
#endif
kNull_GLContextType,
kDebug_GLContextType,
kLastGLContextType = kDebug_GLContextType
};
static const int kGLContextTypeCnt = kLastGLContextType + 1;
static bool IsRenderingGLContext(GLContextType type) {
switch (type) {
case kNull_GLContextType:
case kDebug_GLContextType:
return false;
default:
return true;
}
}
static const char* GLContextTypeName(GLContextType type) {
switch (type) {
case kNative_GLContextType:
return "native";
case kNull_GLContextType:
return "null";
#if SK_ANGLE
case kANGLE_GLContextType:
return "angle";
#endif
#if SK_MESA
case kMESA_GLContextType:
return "mesa";
#endif
case kDebug_GLContextType:
return "debug";
default:
GrCrash("Unknown GL Context type.");
}
}
GrContextFactory() {
}
~GrContextFactory() { this->destroyContexts(); }
void destroyContexts() {
for (int i = 0; i < fContexts.count(); ++i) {
fContexts[i].fGrContext->unref();
fContexts[i].fGLContext->unref();
}
fContexts.reset();
}
/**
* Get a GrContext initialized with a type of GL context. It also makes the GL context current.
*/
GrContext* get(GLContextType type) {
for (int i = 0; i < fContexts.count(); ++i) {
if (fContexts[i].fType == type) {
fContexts[i].fGLContext->makeCurrent();
return fContexts[i].fGrContext;
}
}
SkAutoTUnref<SkGLContextHelper> glCtx;
SkAutoTUnref<GrContext> grCtx;
switch (type) {
case kNative_GLContextType:
glCtx.reset(SkNEW(SkNativeGLContext));
break;
#ifdef SK_ANGLE
case kANGLE_GLContextType:
glCtx.reset(SkNEW(SkANGLEGLContext));
break;
#endif
#ifdef SK_MESA
case kMESA_GLContextType:
glCtx.reset(SkNEW(SkMesaGLContext));
break;
#endif
case kNull_GLContextType:
glCtx.reset(SkNEW(SkNullGLContext));
break;
case kDebug_GLContextType:
glCtx.reset(SkNEW(SkDebugGLContext));
break;
}
static const int kBogusSize = 1;
if (!glCtx.get()) {
return NULL;
}
if (!glCtx.get()->init(kBogusSize, kBogusSize)) {
return NULL;
}
GrBackendContext p3dctx = reinterpret_cast<GrBackendContext>(glCtx.get()->gl());
grCtx.reset(GrContext::Create(kOpenGL_GrBackend, p3dctx));
if (!grCtx.get()) {
return NULL;
}
GPUContext& ctx = fContexts.push_back();
ctx.fGLContext = glCtx.get();
ctx.fGLContext->ref();
ctx.fGrContext = grCtx.get();
ctx.fGrContext->ref();
ctx.fType = type;
return ctx.fGrContext;
}
// Returns the GLContext of the given type. If it has not been created yet,
// NULL is returned instead.
SkGLContextHelper* getGLContext(GLContextType type) {
for (int i = 0; i < fContexts.count(); ++i) {
if (fContexts[i].fType == type) {
return fContexts[i].fGLContext;
}
}
return NULL;
}
private:
struct GPUContext {
GLContextType fType;
SkGLContextHelper* fGLContext;
GrContext* fGrContext;
};
SkTArray<GPUContext, true> fContexts;
};
#endif